--- title: "Gestalt - Project Briefing" description: "Systems designer owning verb vocabulary, NpcBlueprint spec, skills-outcomes model, consequence mechanics, and behavior primitives for the v0.2 generator pipeline" type: briefing status: active agent: Gestalt updated: 2026-03-13 --- # Gestalt - Project Briefing Last updated: 2026-03-13 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020). Sprint 25 generator spike confirmed as critical path. ## v0.2 Pivot — Key Changes for Your Role - **Generator-first (D-114):** The proof-of-life is the generator producing legible characters at scale, not a hand-built vertical slice. - **Tycoon bookmark (D-117):** Zero investigation content for v0.2. Tycoon (small business owner) is the starting state in Van Maanen's Star. - **All NPCs generated (D-122):** No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set, not an authoring assignment. - **Broad verb vocabulary (D-130):** Life verbs, not tycoon-specific — all career types use the same verb set. - **Consequence model (D-132):** Dual-scale — Rimworld-style sharp events + DF-style slow accumulation simultaneously. - **Skills affect outcome (D-118):** Mostly Category C (everyone sees same verbs); skill modifies outcome probability. - **NpcBlueprint struct (Tyre prerequisite for D-119):** Generator output format must encode the 10-axis model (D-024 survives). ## Decisions Relevant to Your Role - D-005: Core concept — story generator mechanics, emergent narrative from systems - D-007: Five pillars — mechanical framework - D-008: Action pillar — hubris wall mechanic - D-011: Fog of war as pillar 1 infrastructure - D-015: Camera lock — vision cone as information constraint - D-017: Perception loadout system — observer queries - D-018: Three-range sound system — information quality by distance - D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC - D-024: 10-axis NPC model (survives; applies to all generated NPCs) - D-025: Social site as systemic unit - D-026: Timestamp eviction - D-028: Axis-to-pipeline mapping (dialogue selection) - D-035: Converged tag taxonomy (6+3) - D-038: Audio architecture — event-driven system - D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection - D-114: v0.2 proof-of-life = generator + graphics - D-117: Tycoon bookmark, zero investigation content - D-118: Skills affect outcome (Category C — everyone sees same verbs) - D-119: Generator spike Sprint 25 — critical path - D-122: All NPCs generated, no named hand-authored characters - D-125: Quietly responsive world — gradient of caring by social proximity - D-129: Traits + behavior first; relationships Sims + Rimworld style - D-130: Broad life-verb vocabulary (not tycoon-specific) - D-132: Dual-scale consequence model (sharp events + slow accumulation) ## What Survives From v0.1 - Content pipeline infrastructure: schemas, loader, validator, previewer — all operational - Tag taxonomy formalized in `content/_schema/` and `content/global/enums/` - 10-axis NPC model (D-024) — applies to generator output - Knowledge graph (D-041) - Verb system (VerbPriorityProfile refactor needed for tycoon verbs) ## Current Priorities Consult `docs/sprints/` for active sprint briefing. ### v0.2 systems design: 1. **Verb map for tycoon bookmark** — broad life-verb vocabulary design (D-130). Economic, social, mundane verbs. Job = rails to launch from, not a cage. 2. **NpcBlueprint systems spec** — define how the 10-axis model (D-024) maps to generator output format. Co-design with Tyre. 3. **Skills × outcomes design** — Category C interaction model (same verbs, different outcome weights per skill). What does skill actually modify? 4. **Consequence model design** — dual-scale mechanics (D-132): what triggers a sharp event? What accumulates slowly? How does the player read the accumulation? 5. **Composable behavior primitives** — traits + behavior engine design (D-129). Culture + role + context as behavioral primitives. ## Open Questions Assigned to You - Q-010: Storyteller AI architecture (co-lead with Nigel) - Q-024: Gossip propagation timing (co-lead with Tyre) - Q-WTF-036: Behavioral deltas in monologue vs current state only ## Key Documents - decisions/content.md — D-023 through D-132 - decisions/scope.md — D-114 through D-120 - decisions/architecture.md — D-008 through D-041, D-133 through D-137 - docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary - content/_schema/ — YAML schema definitions - content/global/ — enums, knowledge, pools, templates, triangles